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Messages - Shinzy

#2926
Quote from: Jerethi50 on August 03, 2014, 10:24:36 AM
I really doubt the crafting was causing the problem, the traders carry could have been the culprit, As the drop pod scripts use items from traderscarry lists and if for some reason it is having an issue placing one of your clothing items inside a drop pod, when it executes a drop pod event, it will "quietly" error, doesnt even force open the console. but once it does error, it will stop events from occuring, Reproducing this bug is going to be a rare occurence, because you need 1. the drop pod event to trigger 2. the drop pod event to pick the exact item from your mod its having trouble with and 3. error out when it trys to assign the item to a pod. It is best to keep apparel items out of the traders carry list. I have noticed in the current version there seems to be issues with traders and clothing, I think it may be related to clothing needing randomly generated colors and possibly other things are randomly assigned. Im not certian on that last bit though, but yea my suggestion is to make all of your apparel items not carried by traders.

So turning the <tradersCarry>true</tradersCarry> of the items into False would do it?
I did that for the crafting material items I had (and apparently stopped them from falling in drop pods which is good)
But I didn'tn't see any of the apparel files themselves having any options about being carried by traders
should I manually add one?
#2927
Help / Re: Hello all, help with some modding please?
August 03, 2014, 12:02:42 PM
Quote from: Jessi on August 03, 2014, 10:31:41 AM
Still nothing. ._.

Have you accidentally hit enter before the
<?xml version="1.0" encoding="utf-8" ?>
or just left an empty gap above it?

because everything else in your works flawlessly if you got the texture path right
for some reason it doesn't recognise the file at all if there's emptiness on the first row

I really hope that's it, so you can get ahead in your mod =P

Edit: Just saying cause that happened to me just now when I tried to copy all that in an empty file
#2928
Help / Re: Hello all, help with some modding please?
August 03, 2014, 08:35:25 AM
Quote from: Haplo on August 03, 2014, 08:21:01 AM
As far as I see it, you didn't do as mrofa told you to do.
You have this texture path:
<texturePath>CompanionCube/Textures/Things/Buildings</texturePath>
where it should be
<texturePath>Things/Buildings/CompanionCube</texturePath>

^ This!
That same thing gave me major headaches when I begun working on my mod
The <texturepaths> are smart enough to start searching for the textures from inside the Textures folder. So you needn't name the Textures folder in the path separately

I literally wrestled with this for entire day and a half
I only figured it out while quadruple checking texture paths in other mods
while I was about to post a cry for help in here
It's not very intuitive in my opinion =P But I'm just a scrub with mis-aligned toughtpatterns
#2929
Quote from: Jessi on August 02, 2014, 08:13:30 PM
To let you know; I'm not certain if anyone else has this issue, but this mod, (while being a lovely mod I wish I could use again!), stops all traders from dropping by the planet, and stops the supply pods event from occurring. Tested with all my mods, and after this one was disabled, everything worked normally again.

You may wish to look into that! :)
oh no =O
I'll try see if I can figure out what's causing that kind of thing to happen
Thanks! I'll make sure you can use it again =P

Edit: Hmm I'm still getting both of these occurences happening
(I let the game run on the ultra speed after setting up the trade zone)
I really don't know what could have been causing that =/

The only implication to traders in any of the files I could find was with the
custom items in the Defs/ThingDefs/Items_Apparello
the line <tradersCarry>true</tradersCarry>
You could try set that one to 'false'
I don't know what good that would do! but I'm really at a loss here

I really didn't expect the traders would flip out on this scale
about me monopolizing the clothing trade =P and start to flat out
boycott Rimworlds using these!

Anyway!
I made quick 'Lite' version that shouldn't possibly cause any complications with
anything at all
It makes all the armor and clothing spawn on raiders and visitors
and gets rid of all the crafting
And if you don't want the enemies to spawn with the advanced armors
later on you can easily delete the 'Advanced_Apparel' File or
or changing the clothing <tags> to some kind of gibberish and they can
only be spawned in through the dev thingie

http://www.mediafire.com/download/5gljge7cdd45ucc/Apparello_Lite.zip

Has anyone else had this kind of issue?

Edit 2:
Oh and thanks Mrofa!
Quote from: mrofa on August 02, 2014, 05:18:33 PM
Must say thats a preety cool pice of work you did here :)
#2930
Quote from: Bog on August 02, 2014, 04:25:01 PM
If you're still looking for inspiration of things to make, I wouldn't mind these outfits here to be in-game items:

They'd be a little tricky without arms (especially phoebe's... I mean not including headwear the arms are really the only interesting bit outside of that random hay coming out of her shoulder) but I still think they'd be pretty cool.

PS: Saw your deathstar pic. That was pretty funny. What do you think the round thing is supposed to be anyways? Looks like it's either come out of, or going to go into her sleeve that she's holding open but I have no idea what the meaning of it is. ???

I've actually been looking at the storyteller clothing for a while now with that in mind =P
there's a lot of discernible features in them

..and lot of work =P I've hesitated to even try those yet

And the cassandra's ball just reminds me most of those ridiculous keychains that play a preset sound
when you touch the (magnetic?) metal strips on the side. The size is about right and it has the holes =P
But somehow I doubt it's anything like that
#2931
Quote from: vagineer1 on August 02, 2014, 07:35:34 AM
What I would do if someone could create the Faraam Armor from Dark Souls 2.

Tempting =P
I've kinda wanted to try do armor sets for all the rimworld lore world types
I'll have to keep this one in mind if I ever get around the Medieval worlds

I still can't wait for the hats to come though!
hatsss
#2932
General Discussion / Re: Cassandra gone crazy?
August 02, 2014, 04:16:29 PM
Maaybe she's finally seen the starwars episode involving Alderaan and got one very inspirational mood?



maybe it's just random statistical anomaly you're experiencing!
#2933
Quote from: Jerethi50 on August 02, 2014, 12:52:13 PM
Lol, you would add awesome stuff right after i get yer mod into my pack :) now i gotta update it again lol.

hehe yeah I felt little bit bad about that after I saw you had updated =P
but I just got all the new textures done so couldn't help it!

Anyhow only the new 'Steamhull' armor is craftable
the rest of them are all more or less basic clothing and you'll be having so much of them after raids
that you'd have no reason to craft them

and sure you can make proper shelf out of that one =P
I'm not even entirely sure why I limited it only for schematics in the first place


and the Clint Eastwood pic was too persuasive Bog =P
I *had* to make one, they just fit the rimworld's theme so well
#2934
New update!
Adds Poncho (or a fancy scarf, however you take it) Brocade Vest, Stablehand trousers & Steamhull armor (A combination of Scyther frame and Hive armor)

#2935
Help / Re: Using sustained sounds for a weapon.
August 02, 2014, 04:05:29 AM
Quote from: Cyst on August 02, 2014, 03:27:59 AM
though when I tried to make a nice, long "bullet" texture it was sized down in-game for whatever reasons

Usually when the textures get skewed or sized down
it's caused by the dimensions of the image being uneven or too big

sounds like that might be the issue there

Try to resize your bullet texture to have the edges as close to the actual bullet
as possible

I haven't played around with weapons yet so I don't know if bullets work different somehow, but I doubt they would =P
#2936
Help / Re: Workbenches and recipe limitations ?
August 01, 2014, 12:53:04 PM
2.
I couldn't get workbenches work without ingredients
and if you can I'm not sure how
But you can sort of work around it by making some kind of custom 'tool'
like some sort of quarrying drill for example that is needed to work the bills
of your mine pit
and have it give you the custom item back along with the other products after the job is finished

it's probably not the most ideal solution but it works  =P

and for the 3 if you'd want to like 'mine' some better ore from your minepit
which is what I assume you want to do =P
you could have the recipe for that to require some better improved custom 'mining drill' and hide the crafting of said item behind your research tree
to achieve your goals that way

Ofcourse that would need you to make even more crafting benches for each 'drill'
but that's the simplest (and really dodgy) way of doing it without having to resort in using .dll
#2937
Bugs / Re: NEED HELP
August 01, 2014, 04:34:01 AM
Quote from: ItchyFlea on August 01, 2014, 01:12:31 AM
Only thing I can think of would be to delete this folder and its contents: (Which would delete your saves and screenshots as well, so back those up first if you want to keep them.)
C:\Users\[Current user name]\AppData\LocalLow\Ludeon Studios\RimWorld

As well as deleting the game and installing a fresh copy.

Easiest way to find the said folder is through the ingame options and the "Open save data folder" button

Just saying cause I always - despite numerous tries to do so! - fail to follow through the path to find it the 'legit' way


*shuts up and slowly backs away* :-X
#2938
Unfinished / Re: AllMyGuns+Dragon mod
August 01, 2014, 04:28:19 AM
DRAGON!
#2939
Ideas / Re: Schedule
August 01, 2014, 04:24:35 AM
turn your freeflowing anthive into an army camp? =P

I would prefer the colonists to entertain themselves when they feel the need to be entertained

"Gee, o boy! I dooooo feel like finding out what Tex Willer is up to in
the issue 8,000,064" *chews on space reeds*


but free time activities would be fun


#2940
General Discussion / Re: Stuff System?
August 01, 2014, 04:06:55 AM
Quote from: muffins on August 01, 2014, 03:47:26 AM
Stuff system? Pawn personal property, like clothes, furniture and other items?

/blind speculation

I can foresee all my colonists each carrying their own teddybear with them
everywhere they go
And Vector the kingping lord will round them all up and keep them as hostage
to leverage all the desserts from other colonist

*dreaming*